youtube comment:
"@LivingdeadMetal The game was forked, due to issues on how to manage the&#65279; project. In short: The leader of the Nexuiz project was inactive for several years, and suddenly reappeared by letting the community know that he has been working with a company on a commercial version of Nexuiz behind everyone's backs. This enraged pretty much the entire community, including all ex-Nexuiz developers who forked the project into Xonotic and continued working there. :)"

Is there any NA scene at all, or no? I just ask because the last time I got excited about an opensource duel game I got all into it and then realized that all of my possible opponents were on the other side of the world. :(

The community is in Europe, Russia and Australia, NA only has a handful duelers atm. Most of them play on EU servers as the netcode works quite well with ping 110-150 and they are all experienced players but that's not optimal ofc. The duel tourneys are EU centered too.
On the other hand, if you want to play a duel on a NA server, you'll get one. Just be prepared to play the same 5 players over and over again.

Yes it does faerie, but the acceleration is not as deep as other games with strafing, I believe after a certain amount of speed units, the acceleration is not as great so might be why the boost feels pretty minor to you.

The HUD is fully customisadble, and if you're a bit familiat with Quake's configs and console syntaxes, it shouldn't be hard to figure your ways out. Also, there's "apropos" command too, and it'll list all relevant matches.
Here's a very old (and somewhat broken, I don't know why the video is like fast forwarded) video about the customisable HUD system:

Like I said, the video is very old (date of the video shows 2010.05.15, it's like what, 3-4 months after development started?) there are now much more options, also, a nice menu interface, so you don't have to type even a letter in console.

The feel of the movement is OK, I had fun playing it and perhaps somehow I could also get used to the stupid UT like future world, but the bloated HUD in ctf and the retard crosshair ruins it all for me.

ps.: It must be noted that the level of enhancement they coded into the Q3 engine is truly remarkable!

I have to tell you with a small mock, that the simple + crosshair is there (with a hole between the cross), but it actually takes some brain to adjust the existing ones to get that :P
Here's the way it should be done:

I think you misunderstood what I meant, because I picked the bad words there:(, I meant about the tronish player models and things like the blue sperm projectile of wep7 or the bloated default hud and crosshair,etc .. so the geeky parts and not the maps and the general environment design.

And please note that I like this game that's why I commenting on it, some of the maps are really good and also looks gorgeous. And most importantly, the game is fun!

To bunnyhop, you hold down the forward and jump keys at the same time, just like this.

A special feature in Xonotic is that you don't need to release the jump button between your jumps. You can simply hold it down to continue bunnyhopping. To make things even more simple, bunnyhopping gives you the greatest acceleration of all non-weapon movement tricks. This means that difficult strafe-jumping tricks from other games are not needed and are often times useless in Xonotic.

For me it feels like in PK your time between jumping remains the same no matter how fast you go while in CPMA it gets longer with every jump you take (more speed = longer timeframe between pressing jump).

There's an option to turn off "pogostick", so if you prefer the way to hit the jump button everytime you want to jump, you're free to do so.
Also, I don't know why that's so ridiculous, iirc Painkiller had the same thing, and that game was (is?) very popular.

I'm not familiar with war§ow's auto jumping (the last version I've tried was 2 years ago), but in Xonotic, it's A: if you hold down jump while moving, it'll autojump (so not while standing still), and B: you can disable it anytime, there's a menu option for that.

It still has a learning curve, so it requires some skill and practice to fully master movement.
Auto-scripting: something like a strafebot? Well, we have a built-in protection against those kinda stuffs ;)
See links here:

I never said it didn't involve some form of skill, anything takes some form of skill in some way. But clearly, as stated in it's own instructional video, the level of skill has been reduced in the movement department in order to cater to new players.

And these ego-quotes about 'come play our best players even though you have no experience with the game' are pretty stupid. I think I've played enough FPS games with air-control and other types of 'non-conventional' tricks and maneuvers to know exactly where I stand.

And these ego-quotes about 'come play our best players even though you have no experience with the game' are pretty stupid

Judging about skill involved in a game without having experience with the game, that's even more stupid. But ok, if you want a game that heavily favors movement skills, xonotic is not for you (neither is ql then imo beside of ctf).
The movement video that is linked in the OP is outdated btw.

if you want a game that heavily favors movement skills, xonotic is not for you

Gee, I don't remember why I made a comment in the first place. I think it had something to do with the claim in the video about movement not requiring the same learning curve as other "difficult" systems. I don't care how old the video is, I am allowed to base my judgment and be critical of the movement tutorial inthe OP. If the video misrepresents how this game is now played, show me an updated movement tutorial video.

I understand that you feel the need to be defensive, but you're arguing for the wrong reasons with the wrong person when you end up ultimately confirming exactly why I said "I think I'll pass on this one" in the first place. Maybe re-read the quote I copied word-for-word from the video and understand the context and reasoning as to why I said I would pass on this.

However if you really want me to try this out I have no qualms with fitting some time in to do so since it is apparent you're trying to convince people it is a great game, but you're going about it the wrong way when you try to issue a "challenge" as a way to prove somehow that because I haven't ever played it that having your best players beat me in it concludes this game is the epitome of skill. I suppose the least it would accomplish would be satisfying your ego that I lost. I would just expect to lose by quite a margin if they were truly the best the game has to offer.

since it is apparent you're trying to convince people it is a great game

That's not my intention. Xonotic isn't great yet, it's decent. And it's a lot of fun if you like dueling and fast-paced fps's. Its obvious that it isn't as polished as a game that had 10+ years to mature (like Q3). I'm just tired of people judging a game (or anything) without having a closer look first. Apparently I misunderstood you but sorry, you looked like someone who would judge a game by a single video which even only shows one aspect of the game.

So yea I assumed that you were trolling (or being stupid) with that in the usual ESR-ish way (my game is best bla bla, like when quakers state that CS doesn't take skill for example). That's why I answered like a troll and challenged you. Not a rational reaction maybe, but I got a little tetchy by those people in this thread who are negative about xonotic and at the same time act as if it was just another quake clone, comparing it to CPMA, warsow and even openarena. I would say xonotic has more in common with ut99 than with CPMA for example. Warsow plays completely different too. And openarena doesn't come even close to any of those in that list. Shows that people flame against a game without knowing anything about it. Which is what annoys me. /rant

Feel free to give a honest, unadorned commentary. Constructive criticism from experienced players is always welcome and helpful. The game is currently at 0.5 and being actively worked on so there is still a lot of shaping to be done.

Thx andysak, it'd be great. What I'd still like to ask you, is to not judge the game from a botmatch: our bots are stupid as hell, though on godlike they bunnyhop, they're still not human.
If you'd like to try the game with those who realy know how to play it, I still strongly suggest you to join #xonotic.pickup @ irc.quakenet.org. I think you'll already have enough knowledge from other games to stand your ground well, and you won't get butchered. Also, feel free to ask about movement, @ pickup, I'm positive the guys there will be glad to help you get the real grip. Also, we don't have yet a lot players, so you might find empty servers - which is odd, because our statistics say a shitload people download Xonotic, and only a tiny part of them can be seen online :(

You're the only one who is retarded. He has a valid point. I mean painkiller movement is really easy but it's so fucking hard to master. Why would you want to make it even more easier? Doesn't make any sense to me if you want a real fps because after all movement is one of the mainskills. Who doesn't like it should go back to vq3.
I would switch in an instant to any decent fps because imo painkiller was the best.

u ppl dont see the true reason why movement is so important in fps games, and concentrate only on technique... while its all about route you take and fluid execution...its logistics matter and movement requires brains, so having to press space every jump instead of holding it is rather cosmetic change...

easy to get into != easy to master
Sure, every noob can gain speed by keeping the space key pressed down, but there is also the popular xonotic defrag mod (called CTS) for example which requires a lot more than just pressing the space key and moving the mouse. There is also still a huge difference in CTF flagcap-times between a player with excellent movement and a newbie on any map.

Honestly I don't get why people keep cross-comparing different games. I mean, if you eat a pear you most likely wont complain because it doesn't taste like a banana. The fastpaced-fps genre is fading away, there have to be changes to attract new players. I don't get why so many people attack anything that is different to the status quo. If everyone were like that 15 years ago we would still play doom2 :P

Well gella didn't bash it, did he? He even tries the game so why can't he state his opionion without getting attacked? Quite frankly he's one of the guys who has a lot of experience in that genre whereas others don't and call everything retarded they don't like.

I tried the game but only on my laptop and it was quite laggy thus I can't really say whether I could like it or not but I'll give it a chance :P because I would love to play a quick fps with an active com.

Didn't attack anyone but made a general statement towards people who come up with that kind of comparisons.
Lets be honest:
Painkiller -> Dead .. why copy that?
CPM -> Very small community even though its a great game ... why copy that?

Making a good game is not enough, you got to attract new players somehow. While not losing your roots, that's the difficulty.

Andysak's reply looked very troll like, however, after he explained some intentions behind it, it's a lot more clearer now.
However, I'm not totally happy about this whole thread. I mean, Xonotic 0.5 was certainly NOT ready for the audiance of ESR. I'm not even sure 0.6 will be, because most of the changes will happen "under the engine hood" for that release, end users might not experience any visible changes at all.
Anway, 0.6 will be out around the beginning of 2012, so now I strogly recommend new players to either wait for that release with trying the game, or use the git version.

WARNING: git versions are the most cutting edge versions, it might crash, not even run, or make you computer eat your kitten while playing (all of these are very unlikely, but you've been warned ;) )

Movement is easy to learn and less frustrating to new players than for example Q3 but experienced players still got a huge advantage as they can run the map/items much quicker. Not everyone likes it but it helps attracting new players..

I've been tinkering with it. The movement is not really like QL or QW, but somewhere in between, closer to QW, but not nearly as entertaining.

I'm still tinkering with the settings trying to set it up how I like it. My biggest concern right now is the players being hard to see (I don't know how to get fullbrights right now) and the number of weapons. There are way too many weapons and I'm not a fan of secondary fire. None of the weapons are like the quake LG either, well not exactly. One of them shoots projectiles fast enough that it's a bit LG-like I suppose.

I really think the innovation needs to go in the direction of map modifiers, ie. players could adjust the map in strategic ways as an important aspect of game play.

Players being hard to see: we actually have to agree with this, but here's the deal: it's been already fixed (the version is just not releasd yet)! Without going into any technical details, in previous versions there was no way to set player models per client, it was up to the server admin (or players on vote) to force fullbright player models (there's actually a playermodel named "mega erebus" that was designed especially for this).
However, the next version of the game that should be out in a few weeks or the very beginning of 2012 will have the so called CSQC (client side quake C) codebase fully working, that'll allow clients to set enemymodels, fullbright models etc (note however, it'll be still overwritten by server settings, but I suppose that'll be very rare, at least on official servers).
Also, render will be done sRGB lightmaps, that'll make everything look a bit more natural and more visible (you can read about that a bit more in details: http://www.xonotic.org/2011/11/wox-blox-issue-1-developer-news/ )

LG was actually there in the game in it's 0.1 preview version, but turned out it was difficult to balance it out well, so it was removed temporarly. It's still on our palette, LG will be back in the future so stay tuned, but there are other, higher priority stuff in the works right now that takes the time of our main coders.

Map modifiers is a very good idea (I'm a mapper for the project btw.), but it's realy hard to do them well, also, it might enrage die hard pure 1v1 fans, so we have to be easy on there, but I'll do my best to sneak some features there ;)

"Also, render will be done sRGB lightmaps, that'll make everything look a bit more natural and more visible (you can read about that a bit more in details: "

As a game enthusiast, this is awesome news, but allow me to be the smartass for a second here. Don't know how many coders are on the project, but the game already looks good enough for the moment.
Every coder you guys have should work on the gameplay and competitive features and when the playerbase will be large enough, that will be the time when you should continue with the engine.
Use your resources to add :
- advanced hud options,
- mod support (so the competitive community could dev GTV and other stuffz),
- link the tutorial movies inside the interface (simply opening a youtube link in the web browser would do), linking those in the site is not enough!
- add community features for the kids like customizable skins, personal gamer tags/logos or link to facebook, etc... (these things might sound stupid for vet FPS player, but it's very important and could be a deal breaker for the younger generation)

also:
-my personal opinion is that it will be very hard to balance out this many weapons.... gonna be a tough one.
- do smaller and simpler maps for DUEL and CTF. FPS players tend to naturally select small simple maps to be classics, it just the way how it's always been:)
- you might also try to port some famous maps to the game, so players could have something they already know and learn new things easier.

Currently we have a handful of coders, that means around 5-6 people with different skills and different interests in codebase.

- advanced hud options. As I've linked previously, the HUD is already fully customisable, like dragging panels anywhere you'd like, customisable colors, transparency, borders (that can be changed per panels!) enabling/disabling them, change size and orientation etc.) and they can literally show almost every kind of information: health/armor/ammo/fuel bar, weapons bar, timers in different formats (elapsed/remaining), FPS counter, speedometer with accelerometer, chatbox, infobox, powerup timer (after pickup, how much time till it expires), integrated scoreboard with flag/key status, current time and date, netgraph... and I still might have missed something. I clearly don't see what's missing there, but fel free to add feature requests ;)

-mod support: the project is totally open source, there's even a public git with write access for everybody - you need to ask for a private key though, and you can only write into your own branch on remote, but that's I think the basic. The game currently has the following game modes: DM, TDM, 1v1 (with player rotation) CA, CTF, Onslaught (ala ut2k4), Assault (like ut again), Freezetag, Race, (here you have to pass checkpoints, fastest guy wins) CTS (complete this stage - defrag, much harder than race actually), DOM, and even Nexball (soccer or handball/basketball :D )
Currently, there are two major mutators / game modes in the work: OVERKILL, it's a stripped down gameplay with überpowered weapons (insane, really), and SANDBOX, GMod style sandboxing.
-gtv will be a bit hard, but might be managable, currently our competitive players somehow use thrid party streams.
-tutorial movies inside the game: this is planned too, however, it's not so easy if you have to fully support all 3 major OS-es, also, it'll require a lot work (like I said: we'll do everything, but as our human resources allows it :( ).
-customisable skins/models: soon we'll finally have segmented playermodels (requires the mentioned CSQC to wrok properly) that'll aslo help animotors make proper model movements.
-community features: in the blog I've linked, you can read about our currently WIP stats system http://stats.xonotic.org/ . We plan to further develop features for it, like earning achievements, link to official forum/facebook/googleplus whatever (yeah, this is where current trends of attention whoring comes in, but you have to follow the trends).

-balancing weapons: yep, this is a hard thing to do, we always polish it from release to release, but won't do any major changes now I think.
-smaller maps: on todo list.
- Though yet unofficially, there's already a : Darkzone port (that'll soon be added to release too, I just need to clean the map source), a Warfare port, half done q3dm6, and a retexturing of Aggressor is in the works too.

"To make things even more simple, bunnyhopping gives you the greatest acceleration of all non-weapon movement tricks. This means that difficult strafe-jumping tricks from other games are not needed and are often times useless in Xonotic"

That's actually from the out of date movement so no longer applies. Strafe-jumping tricks are required, and strafe jumping will give you highest amount of acceleration, that was from the first alpha state of the game and has been changed. Someone needs to remove the video imo, or update it.

I would agree with Lorfa's comments that the movement is somewhere in between QL and QW and probably not as entertaining, but it's certainly not bad either. Moveneurability when actually in combat (strafing) is actually faster and more flexible though I'd say.

I think most people would agree on there is too many weapons (some which are not needed from the standard set of weapons), has been brought up before a few times and it looks like it will get sorted out somewhere down the line before 1.0 in regards to removing them - which needs to be done.

why change cpm movement when that's undoubtedly the best ever made (and at this rate that will be made)?

haven't tried the last version of xonotic, but my advice is that movement should not be over simplified but also not as free as in warsow with wall jumping and all that, where they "fixed" it by adding stuns (as retarded as it sounds)

there are pretty good advices on this thread as well, so 'll wait until they release the 1.1 version in some years.
Rather play a complete and fun game, bf3 for example, than checking how quake clones are progressing slowly. I committed that mistake with warsow, which is going backwards since 0.12 and now it's deserted (doesn't even have a forum).

This is not about abandoning your fav games to commit full dedication to something you doubt, it's just about playing some matches when you feel like it to help it grow and develop further.
Even if these games will never come close to Quake (well, for me they can't and won't), but they can still have a nice community and provide some great fun imo.

I can't answer that Q fully, one of the dev's would be better to answer it, although I did originally request CPM movement, it was deemed back then to try and not push the old nexuiz players away so much so this meant not radicalising the movement in one swift go (even though Xonotic is basically completely reworked in the movement bad balance aspects now). , although it has evolved slowly since that first tutorial video which as said is out of date

Probably also something to do with trying to make the game more accessible to new players without creating a huge learning curve but still making it somewhat challenging to improve yourself, but I agree with you the way forward is not to be over-simplified, it is also partly down to not just wanting to completely rip movement physics from another game (I would suspect).

I also do not want to see wall jumping in the game, I don't think it will come either at least not as standard, it's shaping up nicely just the way it is, no need to ruin that.

Your right though, there is some good advice on this thread and I'm sure the dev's will take notice (Thread will be noted to them :) ) and try to incorporate as much as is feasible.

I think C.Brutail gave a good overview of some of the things that will be coming into place soon.

OK cool someones at least trying to make a faster fps but what does it offer over warsaw?(i wont mention cpm cos its not 'free') Doesnt look like much really

Also ill add i dont like these Q1/Q2 engine games the models are a single object unlike q3's 2 part(3 part?) models, while these have a certain charm in qw/q2 it doesn't really cut it now days and they end up looking like bright coloured blobs because they aren't made by good modellers(something warsaw suffers from)

Well, in that view, nothing at all. It's just another FPS game out there. Sure, there are some changes here and there, and actually, that's how we like it. If it matches your taste, good, have fun playing it. If not, oh well, nobody forces you to play this over any other games.

Oh, but comes to my mind, one thing we can offer though: the game is FREE. Not just you don't even have to pay a penny for it, you can actually do anything with it, cause you get the sources too. I know very few people care about this, but show me any other games in this caliber that does the same.

On models issue, I have to agree with this, but like I've said above, it's already WIP. With CSQC working, we'll be able to segment our currently existing player models too, so they'll mostly move more natural (like Quake3, or even ut2k4).
Also, our current player models were done in ZBrush, but the guy who made them had to leave development, cause he's focusing more on his university studies in professional 3D modelling.

Sure all that said warsaw is way more polished & thats free, cpm and qw arent free but you dont really have to pay for this either.

It would be nice if something new was done with this, like i said having a face paced fps IS good i just hope the devs plan something interesting with this rather than doing what other games out there have mastered

War§aw offers you ridiculously fast movement on extremely small maps, useless armors (at least in basewsw) and interesting (or annoying) features like strong/weak ammo and walljump. It has very nice graphics and the models look very good now (they were ugly before 0.5/0.6 but now even the gun-models look up to date).

Xonotic offers you much more weapons with interesting techniques to use them (rocket curving'n'stuff), some nice maps. Very unique armor/health system and medi-fast gameplay. The gfx of Xonotic are nice but not on the same level as W§W's.

Also the devs of Xonotic listen more to the community and are more motivated since the project is quite young. On the other hand War§ow is pretty much like Iraq where crizis and some others represent the dictator-regime and decide most of the stuff on their own (making the game more complete in it's direction but at the same time sometimes leaving out the wishes of the community), but in general the decisions crizis & co. take are good for the game.

Just to add, Xonotic does also support onslaught and assault game-mode's whilst being extremely young in there development stage however, but that's some game modes you don't see in the other games mentioned, unless I'm mistaken of course. I know they won't appeal too everyone but they are there for the future and are good fun.

Also the game has some vehicles, again very young and not really balanced or anything as of yet, but it's a start, not my cup of tea and not really interested in it, but I know that they will appeal too other players.

Anyhow, there's been decent enough discussion here to take note of, hopefully some more things will be cemented once 0.6 comes out, like CSQC. Which is going to change the game drastically (for the better).

Tried some botmatches yesterday. The overall look is not very inspired and as somebody else said the models are terrible. Movement felt ok and weapons also. Still cant see myself playing it as I am busy with RO2 right now.

Yeah, if you wonder WTF is that, it's only a side project for fun of our project leader: what you can see on those videos is Xonotic BOTs reading a txt file as sheet music, and playing music with the special easter-egg weapons "@!#%'n Tuba" and "@!#%'n Accordeon".

Nothing like LG: true, as I've stated above, it's removed TEMPORARLY. LG will be back, though certainly not in 0.6.

Rail: there's a railgun style weapon in Xonotic, it's called "Nex" (yeah, heritage from Nexuiz, we didn't want to change the name to Xon :P ). When you fire it, it has a few seconds charge up time till it get's it's full potential: you can see the charge up visually on the gun, glowy parts going from blue to red, or the crosshair, it has a charge up ring. I don't know the exact damages, but I think it's like this:
Fully uncharged: 40
Fully charged: 90

This means uncharged the gun almost acts like the shock riffle in ut99 (hitscan though) and fully charged as the railgun in QL (+10 more damage though).

Which one would be the third?
You got 1. the nexgun which works like C.Brutail described it and 2. the sniper rifle which is some kind of leftover that isn't used anymore (at least I haven't seen it yet in duel, tdm or ctf).

You can select the nexgun directly with impulse 237, if you really need to. For "serious" gamemodes you wont need to cycle through the weapon_groups as the available/used weapons are on first spot anyway. See http://dev.xonotic.org/projects/xonotic/wiki/Weapons for a complete list of weapon impulses.

You normally won't encounter those three weapons on the same map (or at least I can't remember any official maps that feature both of them at the same time).

Nex: works as stated above.
Minstanex: normally you'll only encounter this weapon in special "minstagib" game mode. It's instagib hitscan on primary, laser "jumptool" on secondary firemode. I can't remember any official maps where you can get this weapon by pickup, and no sane mapper should use it on a map either.
Rifle: it has a totally different weapon damage than the Nex. Primary is a loud boom, secondary has a silencer on it, though it has a lot less damage. You can also make headshots with the weapon, but it's underbalanced, it doesn't realy do "headshot damage" (might be armor piercing, dunno).

You can bind all weapons to different keys one by one, in the console, by bindind the impulses. I know this sounds complicated, though we can make aliases for these anytime if it becomes a popular enough request.
weapon_group works the similar way it worked in ut99: there's a set list of weapons you can bind to one key, and it'll pull the first one on your priority list.

But hey, check this one! While I was typing this reply, I've been chatting with our project leader and main coder on IRC, to make everything clear, and look what happened:

He just fulfilled your request. The lines say [master] git branch, this means it's already in main codebase, so version 0.6 will have the feature you've requested :)
Open minded development and listening to the community FTW!

Which weapons are used in "serious" game modes ie. duel so I can bind them and not the others.

How to get my sensitivity similar/congruent to QL. I use mouseaccel and I don't really understand the mouse accel cvars in xonotic. Ie. what is the max and min velocity measured in? Counts/second? Min velocity 0 just make a lower bound at your base sensitivity?

I think the main point is some of the weapons should be removed like possibly the sniper rifle,HLAC the extra weapons that don't make up the normal 9 weapons. Even though I like the sniper rifle how it works but yes headshot damage needs to be increased!

Some weapons now are just not needed. In warmup mode you get access to them all but it can still be a bit WTF when you have so many to use/try or remember what key there on.

Hi, I am also anonymous. I am however not a "top dueler" in Xonotic but I was a "top dueler" back in nexuiz 2.4.2 days even tho I was not good at all by the "competitive fps" standard. There never was a real competitive community in nexuiz other than a few select players, all you needed was some background in other fast-paced fps games to quickly become a "top player". I hope this doesn't sound arrogant but let's be honest, if you don't agree with that then most likely Nexuiz was your first fps or you had very little experience with fps's. There was simply not a big enough player base interested in duel or competiton, and without competition the skill level is generally very badly spread out, nobody is making real progress other than the couple players that very badly want to be the best player ever. If you thought the 2.4.2 days were hard, no offense but most likely you were a poor player back then. If you then became a good player after that you hit the wall where you have nobody to play and found it easy from later on. It's not the game, it's the players. Nexuiz was a lot of fun yes, but it definitely never was a competitive game like you seem to imply. Not 2.3, not 2.4.2, not 2.5 or any version I have played.

Xonotic is young, barely born, but I already have more hope for it than I ever had for Nexuiz, if only because the majority of the players are playing duels and already seem interested in the competitive side of the game. I don't even remember Nexuiz having this many active duelers all at once, seriously. But come on, the player base is still very small and new, you can't expect QL or QW level competition in Xonotic, that's just ridiculous.

Also the developers are very open to suggestions, unless you make completely ridiculous requests or suggest to turn it exactly into some other game that you like and can already play (because really, why don't you just play that?), I'm sure they'll be interested to hear what you have to say about the gameplay. The game is just starting to take shape, this is the time to playtest and give suggestions on how to make it better.

As it was mentioned earlier here, the number of weapons should be decreased, (it's impossible to bind that much shit:D)

1, I think the sniper rifle is pretty much useless.

2, why not make rj possible with the rocket-launcher? I know this may sound like that "the stupid quaker wanna turn Xonotic into his game", but the secondary of the rocket launcher is not much of a help anyway, so if we could rj with it at least, it would be much more useful weapon, and you could also remove the laser thingy.

Yes you can, but there is a dedicated laser wep just for rj-ing with low selfdamage, which you have to bind ofc, and I only have approx 12 buttons around ESDF what I can comfortably reach with my fingers:( So reducing the number of weapons is paramount imo.

I didn't know about that possibility with the rl secondary, I take my comment back then, but since I jump with mouse2 and got other weird habits (like ctf specific binds), I ran out of button which I'm not used to:(

I tried this game (meaning that running around on an empty server), my impressions are: there is too many weapons, and most have a secondary fire too. Even half the amount would be too much with sec. firing. Because of that many feels gimmicky with no strict purpose.
I like the movement though, its easy to pick up / adapt to. Some necessity for newer fast shooters, as realistically you cant expect nowadays gamers just to learn movement for months.

HLAC and sniper need to be removed which is quite obvious. If you have the laser, Machine Gun, electro, hagar, crylink, nex, rocketlauncher, mortar that's only 8 weapons which is fine, and then when the new-style lightning gun appeared that will make 9 which again would be fine but no more.

There's other weapons that will potentially be kept like the mine-layer but that's really purely for ONS so I won't count that towards the normal lot, same for the fireball, it's a super-weapon and not in the standard weapon set, but HLAC and sniper rifle need to go.